Tailor Archive
Thread: Yet another clothing decay thread
I know that they really want to have one system for everything, but the fact is that clothes are not weapons which are not furniture, etc. For example, furniture in the real world lasts quite a long time unless it is really cheaply made. In many cases it can last for generations without much care. Furthermore, at this point furniture isn't even used in the game. I have a house full of it, but the best I can do is sit on some of the couches.
Anyway, what am I missing that makes the HAM bar decay idea not work?
LisaE wrote:
Who wears there clothes in a fight ? Once again that places tailors on a less than even income footing than Weapons and Armor crafters.
A lot of people wear clothes when they go out on missions because encumberance is too high, not to mention that having armor on reduces your HAM recovery rate by a VERY noticable amount. Some people always wear armor, but quite a few don't because it's just not worth it to them. I know that in PVP armor is a must, but I keep hearing from players for most other scenarios you can usually go without armor and just wear their clothes.
I just had an idea on item decay and thought I would post it here since decay is such a hot topic. I remember reading, a long time back, that a player could preserve his favorite weapon, armor, whatever via carbonate. The preserved item would no longer decay, however, it could also no longer be used. Obviously, this idea was scraped. This helped me come up with my idea though.
1) Put universal decay back into the game.
2) Add a storage closet to the Structure Management terminal in player houses.
3) No items decay in the storage closet.
This is a simple solution I think to two problems.
1) The artisans get the item decay that they need and deserve.
2) The casual gamer (yeah right) gets a solution to his extended “vacation”.
The storage closet could have a max capacity equal to the remaining house capacity.
I am assuming that when decay was in the game, there was some variable that was assigned to an item that was used to determine how much the item decayed each “tick”. This same variable could be used to calculate the amount to adjust the maintenance fee of the house when items are loaded into the storage closet (i.e. the faster an item should decay the more expensive it is to store and also better DR experimented items would be cheaper to store). Now it’s just a matter of adding a simple Boolean flag for each item Decay/Not decay.
By raising maintenance to store the items another drain is added to the economy. (A good thing) Plus the people that plan to leave the game for a week or more can load everything they own (or just the things they care about) into the closet pay the fees and drop off the face of the earth. When they come back all will be ok.
I think this solution is fair and would work for everything in game. What do others think?
I agree with the original poster's idea -- very clerver, seemingly easy to implement, and it takes care of most all the issues that the dev's claimed to have with time-based decay. I think it should be implememented along side the return of durability experimentation, so people can make clothes of different quality based on their skill and whether they want to bother.
I hope the dev's see this one, it's perfect and by tying it in to the HAM bars, which already reflect activity through the special move system, it would save them a lot of programming.
Vexa
Master Tailor of Mos Eisley, Flurry
Here is an idea...,
Clothing decay is not a bad idea at all.. but the thing is that what happens when the item hits 0 condition? Armor doesn't block anymore damage, but you don't lose it until you try to repair it. Weapons as far as I know don't do anything. So what is to stop a player from having 10 outifts at 0 condition that never disappear from the game world?
Fading.
I mean, why not? Give players a window... say a revealing fleshwrap starts at 1000 condition and is made in a nice vibrant red. After 2 or 3 weeks of wear it looks the same as it did when you bought it... but once it hits condition of 400, that red doesn't look so vibrant anymore. And once it's below 50, it turns a drab ugly brown/gray color. Just a suggestion...,
I'm going to smile when you guys end up having to run around looking for high decay resist and high overall quality materials to make anything that doesnt fall apart in 5 minutes of combat. Im going to cry when I have to =(
"We have nothing but crappy fiberplast on our server!!!!!!!!!($*#(*(# DEVS U SUX!"